Tuesday, January 18, 2011

The First Campaign: The Story So Far

Last night was not the very first playtest of Stone, Steel, and Steam in the same way that the Wright brothers weren't the first people to fly. They were preceded and inspired by the work and designs of Swedenborg and DaVinci and others. The very first playtest of what was to eventually become SSS was around Christmas of 2007 with a group of excellent alpha players who could freeform it and wail on their mind guitars with the best. Other stunted playtests ran in early 2008 and the first bumbling one-shot of the 'completed' game was in March of 2010. But last night represents the first true campaign. I've got a dedicated troupe lined up to run about six adventures to see how this baby runs under extended stress. I've also received word of playtests happening in other parts of the world - I look forward to their feedback and analysis as well.

Forming the Party
I got Stephanie, my then-fiancée-now-wife, and her friend Sarah into tabletop role-playing shortly after I moved to Texas in March 2010. We ran a D6 Star Wars, Second Edition game for the first few months, then after a brief hiatus (pfft, engaged people have this whole thing about marriages and honeymoons) we lost two of our players and gained a few more. From August to December we ran two alternating Pathfinder campaigns - Stephanie running her first campaign with the classic Dragonlance setting and me running the system for the first time with a bastardization of WotC's d20 Modern - Urban Arcana setting. This is important because we've all had time to get used to one another's quirks as players and gamemasters, which reduces the variables and gives us a clearer picture of how the game really works per se instead of figuring out what's my problem and what's the game's problem.

So, here's the group of players:
Mark
gaming roughly 10 years, GMing most of that time, most experience in D6 Star Wars, Second Edition and Exalted, First Edition, creator of Stone, Steel, and Steam
Stephanie
gaming roughly 8 months, GMing 4 months, most experience with D6 Star Wars, Second Edition and Pathfinder
Sarah
gaming roughly 8 months, most experience with D6 Star Wars, Second Edition and Pathfinder (not present the first night)
Shelley
gaming roughly 4 months, most experience with Pathfinder
David
gaming roughly 4 months plus some brief experimentation with D&D back in high school, most experience with Pathfinder, also gamemaster in training for an Exalted campaign on alternate weeks
I'm married to Stephanie, Stephanie and Sarah are former roommates, and Sarah, Shelley, and Dave all have other extracurricular activities together, so we have several tight and overlapping webs of friendship, loyalty, and communication going on.

Now, the group of characters:
Gregoric
played by David is a Moy scout and wilderness guide with an ax to grind against the Taksan Republic. Employed as irregulars to do reconnaissance and black ops for the Taksan military, his brother and partner got killed in action, and the Republic disavowed all knowledge, responsibility, and compensation.
Nadia
played by Shelley is a Moy spy and con artist whose primary cover is a dancer. She's a widowed mother of two, and her late husband was Gregoric's brother and partner, so she shares his grudge against the Taksans.
Savi
played by Stephanie is a Moy gunsmith and machinist. Something of an oddity, she has largely abandoned the traditional Moy lifestyle to study engineering in Taksan and Granarctia. He cousin was kidnapped and she has come to Iyakul searching for her.
???
Sarah's character has yet to be defined; she was sick the first day.
Early on the group expressed interest in the Moy culture, so we decided to all start playing as a Moy extended family to have a reason to be adventuring together. Dave and Shelley spent a lot of time developing their shared backstory without my input. Stephanie's character I coached her through personally. As an evil GM, I'm already brewing ways to weave these backstories into ongoing world events that will get the PCs in way over their heads.

The First Adventure
I cooked up a quarterly tradition, likely started by Retulian refugees but now popular with the entire area. Every quarter each borough gets together and anyone can get up in turn and call out anyone and challenge them to anything. This has elements of a town festival with pie-eating contests for fun and entertainment, with a dash of freestyle rap battle for prestige and settling of grudges. In the barely-policed Free Territory, it keeps tensions from boiling over by providing a periodic legitimate release. Old man Durgan won't keep his dogs out of my chicken coop - I could go over to his house with a shotgun, or I could just wait until the next festival and publicly humiliate him in a knife-throwing contest in front of the entire neighborhood.

This also was an opportunity for me to casually introduce the players to the system. Nadia got in a dance-off with an Aralean woman and got completely schooled - and we learned how critical successes work. Gregoric showed off his marksmanship and we got a little non-threatening combat practice. It was also the lead-in to the rest of the story - I had the PCs approached after the festival, the NPC was impressed with their performance and wants to offer them a job.

The original plan was to create the characters on January 3 and do the festival in the second half of the evening, but we got sidetracked into chargen for Exalted our alternate campaign, so even though people had done most of their character creation on their own at home before the session started, we still had to do some finishing touches, do the festival, and then we only had a short time for the actual, planned adventure - which was fine, just not according to plan. It was a simple adventure, help smuggle some escaped slaves into the Free Territory, a little sneaking around, a little night combat with Aralean border guards, nothing fancy, and nothing that suffered too much from being a little truncated.

Initial Assessment
The first thing we realized was the character sheet was missing some slots. No space for languages, and languages are kind of a big deal. No space for Gifts, Flaws, and other character information. No distinction between normal and vital weapon damage, no place to jot range and rate. Hey, at least we had a character sheet this time (apologies to my March playtesters). Every time I teach my crew a new system, I harp on the fact that a well-made character sheet is a machine for understanding a game system and using a character effectively. My first-draft character sheet was a flawed machine, but I've got that mostly fixed by now.

Players really like the elemental attributes and the flexibility of the system. They also really like Luck Points, but are still getting their heads around the idea that these pools will refresh every adventure, so they can go ahead and burn them like there's no tomorrow.

Players were troubled by the amount of math involved. It's not a crunchy system with lots of charts and formulae, but pretty much every action involved adding two or three two-digit numbers, and some of my players are a little bit mathematically challenged, so it slows down the action. Still thinking about a fix for this, but a nice dice-roller app would help. Combat was also bogged down by keeping track of who was attacking whom and in what order.

I thought because I had written the game that all the rules would come naturally to me. But it's been a couple months, and I've been relearning Exalted in the meantime in order to train up David as a new GM, plus I had several older conflicting drafts and versions of the rules floating in my head. I really should have spent more time studying and preparing for this playtest just as I would have with a first run of any other new system. I'm sure that as my own (and the players') knowledge and familiarity of the rules increases, future play will go more smoothly, even without implementing changes. This could have had something to do with bogging down combat, too - I may have been confusing which draft of rules were actually in play, and if I'd re-read the manual to refresh my memory, it may turn out the rules I have written are much smoother than the ones I used at the table. Or not. Maybe the rules in to book actually are that clunky and in need of further revision. Main point here is even though I wrote the book, I still need to study it to make sure I'm implementing everything right and be a more fluid and intuitive GM.

My players immediately challenged me with ideas and questions I hadn't anticipated, which is awesome and exactly what this playtest was about. Everyone wanted some kind of weapon or armor not listed in the book, and since I had just overhauled the way the weapon damage and armor rules work weeks before and hadn't really reviewed them since then, I wasn't totally comfortable making up stats for a weapon or armor set I hadn't even imagined three seconds ago. I did make up stats for weapons and armor sets I hadn't even imagined three seconds ago, I just wasn't totally comfortable doing so, and I let my players know, okay, these stats I'm giving you now are temporary and subject to review.

Another thing I realized is that although I say the game can be about intrigue and the setting certainly makes that as a very available as a plot device, I don't really have a mechanism in place for doing it with the dice. One player wanted to know how much dirt she could dig up on our mysterious benefactor before accepting the job - a perfectly legitimate question. And I just froze up - what should I make her roll? I ended up going with Water+Perception, the same as she would roll to notice if someone was sneaking up on her. Even though the skills are designed to have broad applications, detective work is not really the same function as awareness of surroundings. I'm more of a role-player - for most non-combat stuff I like to let the players get their results by talking and being creative, not by rolling any particular skill. This player is a bit more of a 'roll player' and we've butted heads on this topic more than once. "What do I know?" (rolls dice). I went ahead and let her this time because I had no mechanism in place and I panicked, and she did roll really well - she would have been able to count the mysterious benefactor's eyebrow hairs. In retrospect, I should have forced the player to tell me how she intended to find out this information. Are you going to go down to the courthouse and go through records on her finances? Throw money around until someone talks? Sweet-talk her personal assistant? Dangle someone out a third-story window? Use your existing knowledge of local politics? I realized that I didn't put in an 'investigation' skill for a reason. There are lots of social skills that can be applied to an investigation, but there isn't a mechanism for just knowing the dirt on somebody because there shouldn't be. So, a little disappointed that I froze up and handed out a (IMHO) sub-optimal resolution, but now I know better how I want to handle situations like this in the future.

So, initial assessment generally positive but as yet inconclusive. Further study required for accurate appraisal. Focus on improved communication. Anticipate improved performance with increased familiarity. Work on better mathematical tools for players.

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San Antonio, Texas, United States
My game design is fueled by one liberal arts degree, four continents, six languages, fourteen years of role-playing, and too many movies and books to count.

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